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Messages - MikeLemmer

#46
Joy gain from pawns passionate about Ranged Attacks seems to be broken. It only hops up .5% per shot and is immediately drained, leaving a net gain of 0.
#47
@Tynan:

Could you please set the jungle insect chitter to Music Volume instead of Game Volume? It's irritating to choose between putting up with it and not hearing any sound effects at all while I'm listening to podcasts.
#48
Quote from: XenGrimm on May 04, 2017, 03:58:38 PM
Still getting bad regions

That's because the hotfix hasn't gone through yet.
#49
Quote from: Tynan on May 04, 2017, 12:38:34 AM
Quote from: Skinnay on May 04, 2017, 12:17:10 AM
I'm having a lot of trouble with today's update (0.17.1527). Started new tribal runs half a dozen times now, and every time at some point on the first day they will all freeze in place. Hunger and rest are still declining, animals still moving, but all pawns frozen. If I try to give them a right-click task it says "no path."

We'll look into it, thanks.

I ran into the same problem. Luckily I was recording when it happened, so I have a video log of it. Problem occurs here:

https://www.twitch.tv/videos/139996185?t=29m46s

I would send in a save as well, but saving & reloading the game fixed the issue.

Best theory I have is it's somehow tied to the tutorial popups, as I had just closed one right before it occured. It might also explain why one tester was having his tribals freeze on the first day. It also seems to be tied to rooms/doors... somehow. I noticed I could move pawns around inside the barracks, but all of the outdoors was a no-go.
#50
The warning when predators are hunting colonists needs to be sooner. I had a colonist actively fleeing a timberwolf yet the game didn't mention anything until it actually hit him.

Also, when said timber wolf took down my attacking colonist, instead of finishing her off, it wandered off to attack something else. This feels... unrealistic.
#51
I vote release the refinements ASAP. It's an Early Access game, it's meant to be tested, and the mods will be broken eventually anyway.

But barring that, I agree with the previous poster's recommendation that you release a long-term Open Beta with the bugfixes & balance changes so we can individually choose whether to break stuff or not.
#52
Quote from: Kegereneku on January 24, 2017, 01:15:44 PM
Building shell and IED have a 10% chance of exploding in the face of the pawn

You can surgically reattach severed bodyparts, but it requires finding the bodypart first by pixel-hunting all nearby tiles.
#53
Quote from: Ace_livion on January 22, 2017, 06:44:07 PM
add Nukes.

you simply build a nuke whit some Uranium and plate-steel + components then you chose a settlement you don't like and nuke it of the map.
you get a instant hostile -100 to that faction and all other faction become neutral 0. unless its the pirate nation then they all simply gain +20.

If you fail in constructing the nuke, it immediately goes off and wipes your own colony off the map.
#54
Quote from: Thyme on January 23, 2017, 02:05:45 AM
Apply football (BE) rules to combat:
+Each "match" last for 90 ingame minutes. Doesn't matter if it takes longer for either side to win, as you will be given additional five minutes untill the raid is over. This pops a letter every time.
+Any pawn that kills a member from the opposite team will get a red card, barring him from fighting for this battle and the next one.
+If a pawn is attacked and missed, he will be downed (no injury or pain inflicted) and the attacker will be given a yellow card (half a red card). The downed pawn will get up shortly afterwards, maybe with a small chance of healing an injury. Beware of rescue animals, as these will lock-on immediately any of your colonists and drag them to free (hospital) beds.

As you can see, this only helps the pirates because of their bigger manpower. Don't blame me for that, it's the football rules that are flawed!

Nah, these are actual football rules:


  • Whenever a raid occurs, the colony must bring out its most expensive item and kick it to the raiders.
  • The raiders must reach the edge of the map with it in hand.
  • If the raider holding the item gets downed 3 times, the item is punted to the colonists, who must return it to their main stockpile to win the raid.
#55
Occasionally, a giant photograph of Tynan naked rampages across the landscape.
#56
Ideas / Re: Your Cheapest Ideas
January 22, 2017, 01:32:48 AM
Quote from: Ace_livion on January 21, 2017, 06:56:57 PM
Mad man event.

1 naked dude whit a doomsday rocket.

w/ unlimited Doomsday Rockets.
#57
Ideas / Re: Avoid friendly fire
January 21, 2017, 04:28:44 AM
Quote from: Trylobyte on January 21, 2017, 01:12:34 AM
I think it would a be a nice touch if colonists with the Bloodlust or Psychopath traits ignored any firing rules and just shot regardless of danger to fellows.

No. That would just lead players to micromanage them more to sidestep it.
#58
Ideas / Re: Avoid friendly fire
January 20, 2017, 11:59:27 PM
Quote from: Berkyjay on January 20, 2017, 06:09:21 PM
Quote from: MikeLemmer on January 20, 2017, 06:16:58 AM
This would be tough, especially if pawns are moving and/or the shooter is a lousy shot. However, I suspect 95% of friendly fire is due to colonists firing into melee, so a simple Fire Into Melee toggle should suffice.

I suppose you could also do some rudimentary checks to make sure no pawns are blocking LoS; it wouldn't be 100% foolproof, but it would be better than nothing.

I don't mind the firing into a crowd type of friendly fire.  If I'm going to allow my melee and ranged pawns to fight the same fight, then I have to expect some friendly fire.  But getting friendly fire from a group of ranged pawns firing together towards a target shouldn't be happening.

I do, mainly because it's required in raids that are mixed ranged/melee. I want my melee fending off their melee while my ranged take out their ranged. I don't want my ranged taking out one ranged target and then suddenly all targeting the guy in melee simply because he's the highest chance to Hit.
#59
Incorporate fart mechanics into the game: colonists occasionally fart, lowering a room's beauty. Make fart dissipation extremely slow; if it gets too high, colonists have to abandon the room entirely.
#60
Ideas / Re: Your Cheapest Ideas
January 20, 2017, 06:19:10 AM
I want to see red lines ("laser sights") between my colonists and their target so I can tell at a glance who's firing at who.